Thanks for the advice! I'll go find out after this post how to make a character dump.
I'm already done doing the Trollmire though, so too late to do the maze first lol.
Bill dropped me a nice ring, that boosts my fire damage by 6%.
He also dropped a randart ash staff, which a lot of characters would *love* to have. It grants waterbreathing.
Skeletons posess this naturally, as far as I can see when crossing lakes, so it's nothing more than nice cash for me I guess.
And I have to admit; nope, the rest of the game isn't that well known to me.
I didn't get any characters above level 17 so far, and I've just unlocked mages with this char

I tend to die a lot in Kor'Pul, and due to always opening vaults, playing without extra lives.
So quite possibly there'll be more questions if my character survives long enough for that.
EDIT: voila, character dump
Code: Select all
Sex : Male STR: 30
Race : Skeleton DEX: 27
Class : Arcane Blade MAG: 21
Level : 8 WIL: 13
Exp : 35% CUN: 14
Gold : 17.54 CON: 16
Attack(Main Hand): 29 Life : 250/250 Encumbrance : 69/94
Damage(Main Hand): 30 Stamina : 107/107 Difficulty : Hardcore
APR (Main Hand): 1 Mana : 75/117
Crit (Main Hand): 1%
Speed (Main Hand): 1.00
Fatigue : 8% Spellpower : 31.805
Armor : 7 Spell Crit : 2.2%
Defense : 10.95 Spell Speed : 1
Ranged Defense : 10.95
Fire damage : 8.655819438896%
Physical Save : 11.5
Spell Save : 8.5
Mental Save : 6.75
All Resists: 0%
Cold Resist(cap): 20%( 70%)
Nature Resist(cap): 20%( 70%)
Blight Resist(cap): 20%( 70%)
Poison Resistance: 100%
Bleed Resistance: 100%
Fear Resistance: 100%
Number of NPC killed: 429
Most killed NPC: giant white rat (72)
[Talents Chart]
- Technique / Two-handed weapons (mastery 1.10)
Stunning Blow (class) 3/5
Sunder Armour (class) 0/5
Sunder Arms (class) 0/5
Blood Frenzy (class) 0/5
- Technique / Combat techniques (mastery 1.10)
Precise Strikes (class) 0/5
Rush (class) 0/5
Perfect Strike (class) 0/5
Blinding Speed (class) 0/5
- Technique / Combat training (mastery 1.10)
Heavy Armour Training (generic) 0/5
Massive Armour Training (generic) 0/5
Health (generic) 0/5
Weapon Combat (generic) 2/10
Weapons Mastery (generic) 0/10
Knife Mastery (generic) 0/10
- Technique / Magical combat (mastery 1.30)
Arcane Combat (class) 1/5
Arcane Dexterity (class) 1/5
Arcane Feed (class) 0/5
Arcane Destruction (class) 0/5
- Cunning / Survival (mastery 0.90)
Trap Detection (generic) 0/5
Heightened Senses (generic) 0/5
Trap Disarm (generic) 0/5
Evasion (generic) 0/5
- Spell / Fire (mastery 1.20)
Flame (class) 5/5
Flameshock (class) 0/5
Fireflash (class) 0/5
Inferno (class) 0/5
- Spell / Air (mastery 1.20)
Lightning (class) 0/5
Chain Lightning (class) 0/5
Feather Wind (class) 0/5
Thunderstorm (class) 0/5
- Spell / Enhancement (mastery 1.20)
Fiery Hands (class) 1/5
Earthen Barrier (class) 0/5
Frost Hands (class) 0/5
Inner Power (class) 0/5
- Undead / Skeleton (mastery 1.10)
Skeleton (generic) 5/5
Sharp Bones (generic) 0/5
Bone Armour (generic) 0/5
Re-assemble (generic) 0/5
[Inscriptions (3/3)]
Rune: Phase Door
Rune: Shielding
Rune: Manasurge
[Current Effects]
- Arcane Combat
- Fiery Hands
[Completed Quests]
-- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
* 10/10
-- Scrying for dummies
You have found an object that seems to be unique. It looks like it has hidden powers within.
Go to the town of Derth, to the south of the Trollmire, and talk to the local scryer. Maybe she can be of help.
-- The rotting stench of the dead
You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.
[Active Quests]
-- Into the darkness
It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.
* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!
* You must explore the Maze and find out what lurks there and what treasures are to be gained!
* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!
* You must explore the Daikara and find out what lurks there and what treasures are to be gained!
[Character Equipment]
In main hand
a) iron greatmaul (13.5-20.25 power, 1 apr)
Type: weapon / greatmaul
13 Power [Range 1.50] (+120% Strength), 0 Attack, 1 Armor Penetration, Crit 0%
Damage type: physical
In off hand
On fingers
b) gold ring of constitution (+2)
Type: jewelry / ring
When wielded/worn:
Increases stats: 2 Constitution.
c) copper ring of burning (+6%)
Type: jewelry / ring
When wielded/worn:
Increases damage type: 6% fire.
Dropped by Bill the Stone Troll
Around neck
Light source
d) Wintertide Phial
Type: lite / lite
When wielded/worn:
Light radius 1
Infravision radius 6
Dropped by Half-Finished Bone Giant
Main armor
e) reinforced leather armour (4 def, 7 armor)
Type: armor / light
When wielded/worn:
Armor 7, Defense 4, Ranged Defense 0
Fatigue 8%
Cloak
f) Cloak of Deception
Type: armor / cloak
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Spellpower 5, Spell Crit 0%
Dropped by Necromancer
On head
g) linen wizard hat of cunning (+2) (1 def, 0 armor)
Type: armor / head
When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 2 Cunning.
Around waist
h) Girdle of the Calm Waters
Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%
On hands
On feet
Tool
i) iron pickaxe (dig speed 37 turns)
Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Quiver
[Player Achievements]
'The secret city' was achieved for Discovered the truth about mages. At 2011-01-21 00:20:13
[Character Inventory]
a) regeneration infusion [heal 81 over 5 turns]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 81 life over 5 turns.
It can be used to inscribe your skin with the infusion..
b) sun infusion [radius 6]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to brighten the area in a radius of 6. It also reveals any stealthy creatures.
It can be used to inscribe your skin with the infusion..
c) wild infusion [resist 21%; cure hex, disease, magical, mental, poison, physical, curse]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of hex, disease, magical, mental, poison, physical, curse effects and reduce all damage taken by 21% for 4 turns.
It can be used to inscribe your skin with the infusion..
d) wild infusion [resist 22%; cure physical, poison, curse]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical, poison, curse effects and reduce all damage taken by 22% for 4 turns.
It can be used to inscribe your skin with the infusion..
e) Orb of Scrying
Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
f) phase iron dagger (5.5-7.15 power, 7 apr)
Type: weapon / dagger
5 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 4%
Damage type: physical
Dropped by orc assassin
g) poisonous iron longsword of massacre (6.5-9.1 power, 2 apr)
Type: weapon / longsword
6 Power [Range 1.40] (+100% Strength), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: physical
Damage on strike(melee): 8 poison.
When wielded/worn:
Increases damage type: 8% physical.
Dropped by Bill the Stone Troll
h) mighty cured leather sling of power
Type: weapon / sling
0 Power [Range 1.10] (), 0 Attack, 2 Armor Penetration, Crit 0%
Damage type: physical
Firing range: 10
Default ammo(infinite):
16 Power [Range 1.20] (+70% Dexterity,+50% Cunning), 0 Attack, 2 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Increases damage type: 8% physical.
Dropped by Bill the Stone Troll
i) Growgrit the ash staff (7.5-9 power, 3 apr, blight damage)
Type: weapon / staff
7 Power [Range 1.20] (+100% Magic), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: blight
When wielded/worn:
Allows you to breathe in: water.
Spellpower 3, Spell Crit 2%
j) elm staff (5-6 power, 2 apr, light damage)
Type: weapon / staff
5 Power [Range 1.20] (+100% Magic), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: light
When wielded/worn:
Spellpower 1, Spell Crit 1%
k) voratun waraxe (38-53.2 power, 6 apr)
Type: weapon / waraxe
38 Power [Range 1.40] (+100% Strength), 0 Attack, 6 Armor Penetration, Crit 7%
Damage type: physical
l) prismatic rough leather cap (0 def, 1 armor)
Type: armor / head
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%
Increases resistances: 10% light,10% darkness.
m) steel mail armour (2 def, 6 armor)
Type: armor / heavy
When wielded/worn:
Armor 6, Defense 2, Ranged Defense 0
Fatigue 14%
Dropped by forest troll
n) 146 shocking elm arrow (9.5-13.3 power, 5 apr)
Type: ammo / arrow
9 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 5 Armor Penetration, Crit 1%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 5 lightning.
Dropped by skeleton archer
o) aquamarine
Type: gem / blue
When wielded/worn:
Increases resistances: 4% all.
When used to imbue an object:
Increases resistances: 4% all.
p) topaz
Type: gem / blue
When wielded/worn:
Armor 0, Defense 4, Ranged Defense 0
When used to imbue an object:
Armor 0, Defense 4, Ranged Defense 0
q) spinel
Type: gem / green
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
When used to imbue an object:
Armor 0, Defense 2, Ranged Defense 0
r) brass lantern
Type: lite / lite
When wielded/worn:
Light radius 2
s) Rod of Recall (1/1)
Type: wand / wand
It can be used to recall the user to the worldmap, costing 1000 power out of 1000/1000.
Dropped by Bill the Stone Troll
[Last Messages]
Talent Flame is ready to use.
Talent Rune: Phase Door is ready to use.
Martinuzz casts Flame.
Martinuzz hits Bill the Stone Troll for 69.42 fire damage.
Martinuzz killed Bill the Stone Troll!
Welcome to level 7.
You have 3 stat point(s) to spend. Press G to use them.
You have 1 class talent point(s) to spend. Press G to use them.
You have 1 generic talent point(s) to spend. Press G to use them.
Welcome to level 8.
You have 6 stat point(s) to spend. Press G to use them.
You have 2 class talent point(s) to spend. Press G to use them.
You have 2 generic talent point(s) to spend. Press G to use them.
Talent Stunning Blow is ready to use.
There is more than one object lying here.
Talent Rune: Shielding is ready to use.
Martinuzz picks up (f.): copper ring of burning (+6%).
Martinuzz picks up (h.): poisonous iron longsword of massacre (6.5-9.1 power, 2 apr).
Martinuzz picks up (i.): mighty cured leather sling of power.
Lore found: Rod of Recall (1/1)
This rod is made entirely of voratun, infused with raw magical energies it can bend space itself.
This seems to be what the troll was keeping as "treasure". You have heard of such items before, they are very useful to adventurers, allowing faster travel.
You can read all your collected lore in the game menu, by pressing Escape.
Martinuzz picks up (r.): Rod of Recall (1/1).
Martinuzz picks up (j.): unblemished ash staff.
Martinuzz wears: copper ring of burning (+6%).
Talent Flame is ready to use.
Martinuzz casts Flame.
Martinuzz hits poison ivy for 77.74 fire damage.
Martinuzz killed poison ivy!
Talent Flame is ready to use.
Martinuzz hits giant white mouse for 40.00 physical damage.
Martinuzz killed giant white mouse!
There is an item here: topaz
Martinuzz picks up (p.): topaz.
Martinuzz casts Flame.
Martinuzz hits rattlesnake for 77.74 fire damage.
Rattlesnake is on fire!
Martinuzz hits rattlesnake for 25.91 fire damage.
Martinuzz hits rattlesnake for 25.91 fire damage.
Martinuzz killed rattlesnake!